03-26-2019, 10:25 AM | #11 | ||
Join Date: Jun 2006
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Re: (DF) Minimum Points for a Dungeon Delver?
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03-26-2019, 10:38 AM | #12 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: (DF) Minimum Points for a Dungeon Delver?
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03-26-2019, 01:00 PM | #13 | |
Join Date: Nov 2016
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Re: (DF) Minimum Points for a Dungeon Delver?
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Regarding CP budget and PC's classes; budget is not necessarily relevant to class because you can buy whatever fits/distinguishes your class and that's it. On the other hand, you could set some “house rules” and provide guidelines to your players and parameters for classes. A fighter and a knight could start with the same CP value and exactly the same skills, etc. but maybe in the future the fighter will have access to light armor only & DX up to 20 but the knight will have access to any kind of armor & DX up to 19, etc. However, if you want balance among your players and also functional classes, you should look for character templates. You could throw 5 templates worth 100 CP each, and allow your players customize them using the remaining 150 CP.
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03-26-2019, 05:24 PM | #14 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: (DF) Minimum Points for a Dungeon Delver?
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This depends on what magic system one is using and the mana level of the world. Even at low levels a GURPS wizard will generally be in far better shape then his 1st level AD&D counterpart. And he won't be worrying about dying to ordinary house cats (the way HP and damage were figured this was very possible). Last edited by maximara; 03-26-2019 at 05:29 PM. |
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03-26-2019, 05:49 PM | #15 | |
Join Date: Feb 2007
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Re: (DF) Minimum Points for a Dungeon Delver?
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I wonder what an AD&D first level fighter would be worth in GURPS cp.
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03-26-2019, 05:55 PM | #16 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: (DF) Minimum Points for a Dungeon Delver?
Depends on attributes. A fighter with mediocre attributes could easily be 25 points or less (attributes: all 10. Skills: weapon of choice-12).
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03-26-2019, 05:57 PM | #17 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: (DF) Minimum Points for a Dungeon Delver?
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The part titled "Do not allow a character to become more powerful than a chugging locomotive." applies in this case. Interestingly there was the Immortal Rules in the OD&D set but it really wasn't that good for the simple reason that as an immortal you can't die only be inconvenienced as you are a spirit and if powerful enough a full fledged "god"...which where the problem comes in. |
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03-26-2019, 07:28 PM | #18 |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: (DF) Minimum Points for a Dungeon Delver?
For an old school D&D feel (i.e., have a spare character waiting when the first one gets killed), you might do 75+25. Spell casters are marginal at this level, and martial artists don't really work.
I like the 150+50 level, and have run that a few times. Martial artists are marginal at this level, but most others will do okay if focused. Dungeon Fantasy 15 Henchmen is your friend for this level. I use old D&D (Keep on the Borderland) at this level. The default 250+50 works fine. I've run a couple 300+50 for a small group that needed niches filled. Dungeon Fantasy 3 The Next Level gives the 50 point packages to slap on. |
03-27-2019, 07:51 PM | #19 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: (DF) Minimum Points for a Dungeon Delver?
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To be fair, if the cleric had even a little True Faith, it might have been able to handle the zombies better and not been so beaten up when it met the evil cleric. |
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03-29-2019, 05:57 PM | #20 | ||
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Join Date: Aug 2004
Location: Sumter, SC
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Re: (DF) Minimum Points for a Dungeon Delver?
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MUs by contrast had only one weapon and a -5 to any other at 1st level. In my D&D to GURPS I figure a Fighter is at least [14 points] by having 1 point in each of the following: Skills: Armoury/TL, Bow, Brawling, Crossbow, Melee Weapons (Axe/Mace, Flail, Knife, Polearm, Spear, Shortsword, Two handed Axe/Mace, and Two-handed sword), Shield, Throwing. You may think that is too low but they only had an 10 on a d20 (50%) to hit something with no armor and no DEX bonuses at first level. Going through the math (assuming stats of 10 across the board) a Dodge (5.0) only works 4.6% of the time which means the attack succeeds 95.4%. 50%=x*95.4% or 50%/95.4% or 52.4% which is way closer to 10 (50%) then to skill 11 (62.5%) This is all ignoring the longer AD&D1 combat round ("a turn is 10 minutes, a round 1 minute, and a segment 6 seconds") which really tanks the skill level...even at high AD&D1 levels. It far better in D&D5e where combat is in 6 seconds segments but that is still less then stellar compared to a 1 second combat round in GURPS. I fact in term of percentages AD&D1 1st level characters majorly suck compared to even 75 point characters if you don't factor in their special abilities (such as a Fighter having 45 point Weapon Master out of the gate) Last edited by maximara; 03-29-2019 at 07:14 PM. |
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dungeon fantasy |
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